Resources in AstroLurch

Metal, Silicates, Helium-3, and the Power Grid. A universe can multiply economy speed on top of these rules.

Three cargo resources

Metal, Silicates, and Helium-3 are stored on the planet and can be hauled by a fleet. With no mine, hourly production is still 30 Metal, 20 Silicates, and 10 Helium-3. A mine at level 1 or higher produces base × level × 1.1^level per hour. The catalog stores each mine’s base and factor. The fallback factor is 1.1.

Geology, the active doctrine, the Deep Core Drill, and a Geologist officer add together. That combined mine bonus stops at +60%. A negative doctrine is included before the cap. The cap is an upper bound only. The universe economy speed multiplies hourly production.

Power Grid

Energy is produced and consumed on the planet. It is not a cargo resource. When consumption is above zero, efficiency is produced / consumed and never above 1. An energy shortage scales mine output down. That step does not go below the base hourly rate. Bonuses and penalties are applied afterwards.

Storage and the market

Storage with no storage building holds 10,000. Higher levels use 5000 × floor(2.5 × e^(20 × level / 33)). Anything above the cap is not kept. The Expansion doctrine reduces storage capacity by 10%.

The market trades Metal, Silicates, and Helium-3. When the fee setting is missing, the fee starts at 5%. A Trade Post at level 1 brings that to 4.5%. Further levels stop at 2%. Buying a resource raises its price. Prices drift back toward their base.

What to build first

  1. Raise the Metal Mine, then the Silicate Mine and the Helium-3 Extractor.
  2. Keep the Solar Plant ahead of mine consumption so efficiency stays at 1.
  3. Build a Research Lab and follow the tutorial. Each collected step pays its reward once.
  4. Research Nanotechnology when you can. It unlocks the Atomic Assembler. Each level of that building halves building construction time and ship build time.